Mercurial > sdl-ios-xcode
view src/audio/windib/SDL_dibaudio.c @ 4139:568c9b3c0167 SDL-1.2
* Added configure option --enable-screensaver, to allow enabling the screensaver by default.
* Use XResetScreenSaver() instead of disabling screensaver entirely.
Full discussion summary from Erik on the SDL mailing list:
Current behaviour
=================
SDL changes the user's display power management settings without
permission from the user and without telling the user.
The interface that it uses to do so is DPMSDisable/DPMSEnable, which
should only ever be used by configuration utilities like KControl, never
by normal application programs, let alone by the libraries that they
use. Using an interface that is not at all intended for what SDL tries
to achieve means that it will not work as it should. Firstly, the power
management is completely disabled during the whole lifetime of the SDL
program, not only when it should be. Secondly, it makes SDL
non-reentrant, meaning that things will break when multiple SDL programs
are clients of the same X server simultaneously. Thirdly, no cleanup
mechanism ensures that the setting is restored if the client does not do
that (for example if it crashes).
In addition to that, this interface is broken on xorg,
[http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries
to do does not work at all on that implementation of the X Window
System. (The reason that the DPMSEnable works in KControl is that it
calls DPMSSetTimeout immediately after,
[http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]).
The problems that the current behaviour causes
==============================================
1. Information leak. When the user is away, someone might see what the
user has on the display when the user counts on the screensaver
preventing this. This does not even require physical access to the
workstation, it is enough to see it from a distance.
2. Draining battery. An SDL program that runs on a laptop will quickly
drain the battery while the user is away. The system will soon shut down
and require recharging before being usable again, while it should in
fact have consumed very little energy if the user's settings would have
been obeyed.
3. Wasting energy. Even if battery issues are not considered, energy as
such is wasted.
4. Display wear. The display may be worn out.
The problems that the current behaviour tries to solve
======================================================
1. Preventing screensaver while playing movies.
Many SDL applications are media players. They have reasons to prevent
screensavers from being activated while a movie is being played. When a
user clicks on the play button it can be interpreted as saying "play
this movie, but do not turn off the display while playing it, because I
will watch it even though I do not interact with the system".
2. Preventing screensaver when some input bypasses X.
Sometimes SDL uses input from another source than the X server, so
that the X server is bypassed. This obviously breaks the screensaver
handling. SDL tries to work around that.
3. Preventing screensaver when all input bypasses X.
There is something called Direct Graphics Access mode, where a
program takes control of both the display and the input devices from the
X server. This obviously means that the X server can not handle the
screensaver alone, since screensaver handling depends on input handling.
SDL does not do what it should to help the X server to handle the
screensaver. Nor does SDL take care of screeensaver handling itself. SDL
simply disables the screensaver completely.
How the problems should be solved
=================================
The correct way for an application program to prevent the screensaver
under X is to call XResetScreenSaver. This was recently discovered and
implemented by the mplayer developers,
[http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to
wrap this in an API call (SDL_ResetScreenSaver) and implement it for the
other video targets (if they do not have a corresponding call, SDL
should do what it takes on that particular target, for example sending
fake key events).
1. When a movie is played, the player should reset the screensaver when
the animation is advanced to a new frame. The same applies to anything
similar, like slideshows.
2. When the X server is handling input, it must handle all input
(keyboards, mice, gamepads, ...). This is necessary, not only to be able
to handle the screensaver, but also so that it can send the events to
the correct (the currently active) client. If there is an input device
that the X server can not handle for some reason (such as lack of Plug
and Play capability), the program that handles the device as a
workaround must simulate what would happen if the X server would have
handled the device, by calling XResetScreenSaver when input is received
from the device.
3. When the X server is not handling the input, it depends on the
program that does to call XResetScreenSaver whenever an input event
occurs. Alternatively the program must handle the screensaver countdown
internally and call XActivateScreenSaver.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 29 Feb 2008 13:55:44 +0000 |
parents | 84de7511f79f |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* Allow access to a raw mixing buffer */ #define WIN32_LEAN_AND_MEAN #include <windows.h> #include <mmsystem.h> #include "SDL_timer.h" #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "SDL_dibaudio.h" #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) #include "win_ce_semaphore.h" #endif /* Audio driver functions */ static int DIB_OpenAudio(_THIS, SDL_AudioSpec *spec); static void DIB_ThreadInit(_THIS); static void DIB_WaitAudio(_THIS); static Uint8 *DIB_GetAudioBuf(_THIS); static void DIB_PlayAudio(_THIS); static void DIB_WaitDone(_THIS); static void DIB_CloseAudio(_THIS); /* Audio driver bootstrap functions */ static int Audio_Available(void) { return(1); } static void Audio_DeleteDevice(SDL_AudioDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_AudioDevice *Audio_CreateDevice(int devindex) { SDL_AudioDevice *this; /* Initialize all variables that we clean on shutdown */ this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice)); if ( this ) { SDL_memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) SDL_malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { SDL_free(this); } return(0); } SDL_memset(this->hidden, 0, (sizeof *this->hidden)); /* Set the function pointers */ this->OpenAudio = DIB_OpenAudio; this->ThreadInit = DIB_ThreadInit; this->WaitAudio = DIB_WaitAudio; this->PlayAudio = DIB_PlayAudio; this->GetAudioBuf = DIB_GetAudioBuf; this->WaitDone = DIB_WaitDone; this->CloseAudio = DIB_CloseAudio; this->free = Audio_DeleteDevice; return this; } AudioBootStrap WAVEOUT_bootstrap = { "waveout", "Win95/98/NT/2000 WaveOut", Audio_Available, Audio_CreateDevice }; /* The Win32 callback for filling the WAVE device */ static void CALLBACK FillSound(HWAVEOUT hwo, UINT uMsg, DWORD_PTR dwInstance, DWORD dwParam1, DWORD dwParam2) { SDL_AudioDevice *this = (SDL_AudioDevice *)dwInstance; /* Only service "buffer done playing" messages */ if ( uMsg != WOM_DONE ) return; /* Signal that we are done playing a buffer */ #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) ReleaseSemaphoreCE(audio_sem, 1, NULL); #else ReleaseSemaphore(audio_sem, 1, NULL); #endif } static void SetMMerror(char *function, MMRESULT code) { size_t len; char errbuf[MAXERRORLENGTH]; #ifdef _WIN32_WCE wchar_t werrbuf[MAXERRORLENGTH]; #endif SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: ", function); len = SDL_strlen(errbuf); #ifdef _WIN32_WCE /* UNICODE version */ waveOutGetErrorText(code, werrbuf, MAXERRORLENGTH-len); WideCharToMultiByte(CP_ACP,0,werrbuf,-1,errbuf+len,MAXERRORLENGTH-len,NULL,NULL); #else waveOutGetErrorText(code, errbuf+len, (UINT)(MAXERRORLENGTH-len)); #endif SDL_SetError("%s",errbuf); } /* Set high priority for the audio thread */ static void DIB_ThreadInit(_THIS) { SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); } void DIB_WaitAudio(_THIS) { /* Wait for an audio chunk to finish */ #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) WaitForSemaphoreCE(audio_sem, INFINITE); #else WaitForSingleObject(audio_sem, INFINITE); #endif } Uint8 *DIB_GetAudioBuf(_THIS) { Uint8 *retval; retval = (Uint8 *)(wavebuf[next_buffer].lpData); return retval; } void DIB_PlayAudio(_THIS) { /* Queue it up */ waveOutWrite(sound, &wavebuf[next_buffer], sizeof(wavebuf[0])); next_buffer = (next_buffer+1)%NUM_BUFFERS; } void DIB_WaitDone(_THIS) { int i, left; do { left = NUM_BUFFERS; for ( i=0; i<NUM_BUFFERS; ++i ) { if ( wavebuf[i].dwFlags & WHDR_DONE ) { --left; } } if ( left > 0 ) { SDL_Delay(100); } } while ( left > 0 ); } void DIB_CloseAudio(_THIS) { int i; /* Close up audio */ if ( audio_sem ) { #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) CloseSynchHandle(audio_sem); #else CloseHandle(audio_sem); #endif } if ( sound ) { waveOutClose(sound); } /* Clean up mixing buffers */ for ( i=0; i<NUM_BUFFERS; ++i ) { if ( wavebuf[i].dwUser != 0xFFFF ) { waveOutUnprepareHeader(sound, &wavebuf[i], sizeof(wavebuf[i])); wavebuf[i].dwUser = 0xFFFF; } } /* Free raw mixing buffer */ if ( mixbuf != NULL ) { SDL_free(mixbuf); mixbuf = NULL; } } int DIB_OpenAudio(_THIS, SDL_AudioSpec *spec) { MMRESULT result; int i; WAVEFORMATEX waveformat; /* Initialize the wavebuf structures for closing */ sound = NULL; audio_sem = NULL; for ( i = 0; i < NUM_BUFFERS; ++i ) wavebuf[i].dwUser = 0xFFFF; mixbuf = NULL; /* Set basic WAVE format parameters */ SDL_memset(&waveformat, 0, sizeof(waveformat)); waveformat.wFormatTag = WAVE_FORMAT_PCM; /* Determine the audio parameters from the AudioSpec */ switch ( spec->format & 0xFF ) { case 8: /* Unsigned 8 bit audio data */ spec->format = AUDIO_U8; waveformat.wBitsPerSample = 8; break; case 16: /* Signed 16 bit audio data */ spec->format = AUDIO_S16; waveformat.wBitsPerSample = 16; break; default: SDL_SetError("Unsupported audio format"); return(-1); } waveformat.nChannels = spec->channels; waveformat.nSamplesPerSec = spec->freq; waveformat.nBlockAlign = waveformat.nChannels * (waveformat.wBitsPerSample/8); waveformat.nAvgBytesPerSec = waveformat.nSamplesPerSec * waveformat.nBlockAlign; /* Check the buffer size -- minimum of 1/4 second (word aligned) */ if ( spec->samples < (spec->freq/4) ) spec->samples = ((spec->freq/4)+3)&~3; /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(spec); /* Open the audio device */ result = waveOutOpen(&sound, WAVE_MAPPER, &waveformat, (DWORD_PTR)FillSound, (DWORD_PTR)this, CALLBACK_FUNCTION); if ( result != MMSYSERR_NOERROR ) { SetMMerror("waveOutOpen()", result); return(-1); } #ifdef SOUND_DEBUG /* Check the sound device we retrieved */ { WAVEOUTCAPS caps; result = waveOutGetDevCaps((UINT)sound, &caps, sizeof(caps)); if ( result != MMSYSERR_NOERROR ) { SetMMerror("waveOutGetDevCaps()", result); return(-1); } printf("Audio device: %s\n", caps.szPname); } #endif /* Create the audio buffer semaphore */ #if defined(_WIN32_WCE) && (_WIN32_WCE < 300) audio_sem = CreateSemaphoreCE(NULL, NUM_BUFFERS-1, NUM_BUFFERS, NULL); #else audio_sem = CreateSemaphore(NULL, NUM_BUFFERS-1, NUM_BUFFERS, NULL); #endif if ( audio_sem == NULL ) { SDL_SetError("Couldn't create semaphore"); return(-1); } /* Create the sound buffers */ mixbuf = (Uint8 *)SDL_malloc(NUM_BUFFERS*spec->size); if ( mixbuf == NULL ) { SDL_SetError("Out of memory"); return(-1); } for ( i = 0; i < NUM_BUFFERS; ++i ) { SDL_memset(&wavebuf[i], 0, sizeof(wavebuf[i])); wavebuf[i].lpData = (LPSTR) &mixbuf[i*spec->size]; wavebuf[i].dwBufferLength = spec->size; wavebuf[i].dwFlags = WHDR_DONE; result = waveOutPrepareHeader(sound, &wavebuf[i], sizeof(wavebuf[i])); if ( result != MMSYSERR_NOERROR ) { SetMMerror("waveOutPrepareHeader()", result); return(-1); } } /* Ready to go! */ next_buffer = 0; return(0); }